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Real Time Strategy

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All you comp stompers and skirmish fans are in for a new challenge.

This AI mod will effect mostly hard and brutal AI.
The hard AI will be improved, but I think brutal is where you'll truly feel like you have a challenge.

1.03 released!


1.03 released!

The time has come for another update, and it features support for infinite money and power!

Jul 6, 2012 News
First update for Superior AI released, hello 1.01!


First update for Superior AI released, hello 1.01!

A new update my friends, somethings are fixed, somethings are adjusted, many things are improved. Be sure to welcome the new Paranoia AI with open arms. I've put quite some time into this update, and...

Dec 22, 2011 News
Update due before Christmas!


Update due before Christmas!

A whole load of fixes, micro changes, macro changes and many other things improved! And another new personality!

Dec 12, 2011 News
About the initial release


About the initial release

Please keep in mind this is only the first version, and there will eventually be more personalities and even further improvements upon the AI.

Dec 5, 2011 News
The finals days ahead


The finals days ahead

Thanks to top player and good friend eminence, I have realized I definitely am on the right track and that I have work to do now.

Nov 30, 2011 News
Comments  (0 - 10 of 41)
maxim123 Dec 30 2013, 11:40am said:

Also can you make rusher AI? like this: Soviet rusher Moves his MCV to enemy base and start spam barracks on the enemy base and commit a Capture rush the enemy base same with alies. and empire will build DOJO cores and send the unpack on enemy base and do the same actions: capture rush and me as alies faction supports the rusher with my Mutirole turret that would be fun xD

By the way nice mod liked it alot!!!!

+1 vote     reply to
maxim123 Dec 30 2013, 11:36am said:

Can you make AI that very specialised to support their allied players?

Example,Me builds Air craft carrier and my Allied AI is soviets so he will protect my carriers with MIGs and Akula subs...

and my tank army (Guardia tanks) the empire AI will support my tank army with his VX as anti air...

3rd situation i had lots of V4 rocket lauchers... so the Allied AI alies faction will support my V4 with his guardian tanks and as well as some javelings for anti air. this High Supportive AI should be avaiable for all 3 factions.



err i seen there AI personalities named as thoese players... does the AIs will play as thoese players? if yes, it would be a great skill training for multiplayer (Ofcourse if they are brutal AIs)

and i started a match as a spectator and seen how the WalfTheWolf AI played, he just build ALOT of Camp boots (8 around)3 anval yards, Air bases, war factories... and he had only 4 refineries other refineries just build on clear space without ore mine ahead (Wich seems to be a glitch)

+1 vote     reply to
Guest Jan 11 2014, 11:53pm replied:

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chrisy880 Dec 6 2013, 8:07am said:

Sweet! Nice to see this awesome mod active again ! Thanks for releasing 1.05 !

+1 vote     reply to
Guest Nov 20 2013, 10:42am said:

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JonnyKnows Nov 20 2013, 7:53pm replied:

The modsdk for ra3, the mod tool any other modder uses to create mods in this game.

+2 votes     reply to
Guest Sep 2 2013, 9:48pm said:

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Agrammor Feb 7 2013, 5:30pm said:

Jonny: I'm delighted to see that you've successfully modded the AI, but how did you manage to do it without crashing the game?

I've been able to successfully mod many other elements of the game, but every time I touch the AI, even if it's only to change the value of a single attribute to another value that the developers used for that attribute elsewhere, it inexplicably destabilizes the entire game. The mod builds fine, but the game crashes in every match.

All I want to do with the AI is stop it from retreating so much. I've tried changing the values of RetreatPowerAdvantage in various MicroManagers to 0.0, -1.0, or 0.01, but each crashed the game. The same thing happened when I increased RetreatMinDistanceFromBase to 32767.0. I've also tried changing the MicroManager used by various StrategicStates to StandardMicroManager_EASY or various Fearless MicroManagers (all of which have RetreatPowerAdvantage="0.0"), but again, the game crashed every time.

Would you mind sharing how you managed to stop the AI from retreating so much with your Aggro personalities? I would greatly appreciate any insight. Thanks!

+1 vote     reply to
Zweistein000 Nov 21 2012, 6:20pm said:

Question: Dies AI still have omnisence? While the mod does look Interesting on it's own, what I really hate is the fact that AI instantly reacts to your strategy and tactics, before "seeing" them. I know he sees then as I build it, because it takes the data from the engine, but it shouldn't send bombers to kill an expansion, he hasn't scouted (or building AA units before seeing your Air units). This makes Sneaky rushing and ninja expanding impossible.

+1 vote     reply to
JonnyKnows Nov 26 2012, 3:15pm replied:

There is no way around it, but in many ways it is not all seeing. As AI can only use protocols on enemies it can see.

Things like bombers will react to what's in it's current vision. However it will know if you expand to water and will try to take it out with any available units.

Unfortunately they didn't release every source code for the AI, so I can't change many values and that also includes what the AI is allowed to recognize without actually seeing it.

So no, you can't have some sort of sneaky large airforce somewhere and expect to catch it off guard. But still, in general the mod is supposed to make the AI be more intelligent and difficult.

+1 vote     reply to
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